A new Legion Build is coming! We will be updating this post with anything new throughout the day. Edit: we're continuing to update this post throughout the evening with blue posts clarifying spell updates. Scroll down to your spec's spell changes to find the relevant blue posts.

Build Design Notes for 3/9 include two new specs to test: Frost Mage and Assassination Rogue. There have been revisions to haste and core combat abilities and multi-target ability tuning. Artifact traits have also been revised - previously many artifacts had 2 baseline traits, and they're being transitioned to only have 1 (with the other being a regular perk).

In addition to the datamined changes, Blizzard has made posts on upcoming changes for Blood Death Knights, Fire Mages, Enhancement Shaman, Affliction Warlocks, and Survival Hunters.

Placeholder 7.0 raid gear has been added such as . You can browse a full list using this filter. In addition to the placeholder items, there are several new items with an Emerald Dream theme: , , , , , , , , , . This also includes some new trinkets: , , .

Class Status – We’re continuing to iterate on our class abilities and talents, based on testing and feedback. This build has many revisions scattered around the classes, but here are some highlights:

Haste and Core Combat Abilities – We’ve taken a pass on core combat abilities, to ensure that Haste properly accelerates the pace of your rotation, and provides solid stat value. In many such cases, we made the ability’s cooldown slightly longer, but reduced by haste. (EDIT: Clarification on this - *ALL* specs should now fall into either a 1.0sec GCD, or a 1.5sec GCD that is reduced by Haste. As such, we no longer mention this in tooltips, it's just a game-wide standard.)

Multi-target Ability Tuning – While overall tuning is still not done, we’ve adjusted the relative tuning of many multi-target abilities to make it more rewarding to switch to them in 3+ target situations. This primarily applies to abilities that you actively choose to use in place of single target abilities (such as swapping from Templar’s Verdict to Divine Storm), not multi-target abilities that you’d use anyway (such as Keg Smash).

Demonology Warlock – Continued revision of talents and core rotation. Notably, now buffs all pets, and Power Trip has been changed to a new effect.

All Hunters – In order to ensure that Haste can properly affect them, all Hunter specs now have a 1.5sec GCD that is reduced by Haste. Ability cooldowns have been adjusted to ensure a consistent combat pace.

Marksmanship Hunter – Some tweaks to the core rotation. Notably, Hunter’s Mark will trigger more often.

Artifact Trait Status – Many artifact traits have been revised in this build. Some noteworthy changes:

General – We’re in the process of transitioning all artifacts to provide 1 ability (usually an active ability) baseline, and the rest through traits, instead of 2 baseline. Many of the previous procs are being moved into traits. This has been done on most, but not all artifacts.

Corrupts the ground targeted by the Death Knight, causing 12%14.4% of Attack power) * 10] Shadow damage over 10 sec to targets within the area. While you remain within the targeted area, your Scourge Strike or Blood Strike will hit all nearby enemies.

Sidestep in to the Shadowlands, breaking Root effects and increasing your movement speed by 70% for 23 sec. During this time all movement-impairing effects are suppressed but you may take no actions.not attack.Cooldown changed from 2 min cooldown to 1 min cooldown

Standing in your Death and Decay also causes Marrowrend to hit multiple targets for 25%30% of the damage dealt to the primary target. If Marrowrend hits at least 2 targets, additional Bone Shield charges have a chance to be generated.

Specializations changed from Protection/Protection/Guardian/Blood to Protection/Protection/Blood

Celestalon

While they didn't make it in in time for today's Alpha build, we'd like to share some upcoming changes so you can keep these in mind for feedback. 's cooldown will be halved for Blood, providing more reliable AoE damage/threat. will apply a snare. Lastly, Death Strike's healing will be going up, and will be based off a slightly shorter slice of time (significant net buff overall). Keep up the constructive feedback, thanks!

Zugsworth

It is not a design goal for to be difficult to keep up. Blood, percentage-wise, is intended to have the strongest reactive tanking mechanic () and the lowest preventative damage reduction () of all of the tanks. That means that the focus of the player's attention needs to be on using well to be a good tank. Having be relatively easy to keep afloat frees up mental space and class resources to improve usage in an effective manner. When using isn't the right thing to do in the next GCD, the choices of pooling resources, making sure stays afloat, properly utilizing , , and plus all of the other things tanks are expected to do is a large space to display player skill.

Haste is only devauled as described here when you achieve global cooldown saturation. Given the recent secondary stat changes and how many times we have adjusted the rotation to increase GCD utilization so far this year I will be very surprised if GCD lock is an issue outside of Heroism/Bloodlust.

FrostSpecialization (2)

Drain the warmth of life from all nearby enemies for 8 sec, dealing (20%24% of Attack power) Frost damage each second and reducing their movement speed by 30%.

Sidestep in to the Shadowlands, breaking Root effects and increasing your movement speed by 70% for 23 sec. During this time all movement-impairing effects are suppressed but you may take no actions.not attack.Cooldown changed from 2 min cooldown to 1 min cooldown

Zugsworth

It's okay that doesn't scale well with Haste, and it's okay that it isn't Frost damage (Mastery never affects all your damage), but it's not good that it falls behind on both. This causes the contribution from to fall off as the expansion marches on even if your relative proportions of Crit/Mastery/Haste stay the same. We're making a change in the next build to address this.

- The frequency of procs will increase as you gain Haste and as you gain Crit chance. Additionally, we're going to make proc only off critical autoattacks to reinforce this change.

Keep posting!

UnholySpecialization (2)

Corrupts the ground targeted by the Death Knight, causing 12%14.4% of Attack power) * 10] Shadow damage over 10 sec to targets within the area. While you remain within the targeted area, your Scourge Strike or Blood Strike will hit all nearby enemies.

Sidestep in to the Shadowlands, breaking Root effects and increasing your movement speed by 70% for 23 sec. During this time all movement-impairing effects are suppressed but you may take no actions.not attack.Cooldown changed from 2 min cooldown to 1 min cooldown

Talents (2)

Defiles the ground targeted by the Death Knight for 10 sec. Every 1 sec, if there are any enemies standing in the Defile, it deals (33.3%39.96% of Attack power) Shadowfrost damage to them, bursts a Festering Wound if present, and grows in radius and damage by 2.5%. While you remain within Defile, your Scourge Strike will hit all nearby enemies.Replaces Death and Decay.

Death Coil applies a debuff that increases Scourge Strike damage by 50%. Name changed from Flagellation to Scourge of Worlds

Increases your Maximum Runic Power by 155 and Runic Power Generation by 10%3%.

Increases your Maximum Runic Power by 3010 and Runic Power Generation by 20%6%.

Increases your Maximum Runic Power by 5015 and Runic Power Generation by 30%10%.

Your Scourge Strike has a 10%3% chance to refund a rune.Rank 2: Your Scourge Strike has a 20%6% chance to refund a rune.Rank 3: Your Scourge Strike has a 30%10% chance to refund a rune.Rank 4: Your Scourge Strike has a 40%13% chance to refund a rune.Rank 5: Your Scourge Strike has a 50%16% chance to refund a rune.Rank 6: Your Scourge Strike has a 60%20% chance to refund a rune.

Increases the effect of your Fallen Crusader by 50%7%.Rank 2: Increases the effect of your Fallen Crusader by 75%14%.Rank 3: Increases the effect of your Fallen Crusader by 100%21%.Rank 4: Increases the effect of your Fallen Crusader by 125%28%.Rank 5: Increases the effect of your Fallen Crusader by 150%35%.Rank 6: Increases the effect of your Fallen Crusader by 175%42%.

Zugsworth

's tooltip is corrected for next build -- its functionality in this build is the intended one. It reduces e the cooldown of by 15 seconds and increases its movement speed by 30% (to 100%). The duration change to 3 seconds affects all specs.

It's also worth mentioning that the animation for Wraith Walk is, um, very placeholder.

With regards to AE, Unholy should be at its strongest when there are multiple targets present for an extended period of time, especially if they are clumped up. We need to do some work on the spread of damage contribution -- almost everything needs to come up a little bit, especially the abilities that give the spec "rot" damage (/ are unlikely go up by much). We don't plan to change 's baseline uptime right now - using it skilfully is a good opportunity for Unholy players to shine in short AE windows. should offer an additional way to deal damage in a very prolonged AE situation, and is especially good against swarms of enemies.

GeneralSpells (1)

You are as hard to stop as death itself, increasing your mounted speed by 20%.and causing haste to reduce your global cooldown.

PvP Talents (1)

All enemies within 810 yards slowly decay, losing 2% of their max health every 25 sec. Stacks up to 10 times. Lasts for 5 sec.

Each target hit by your Thrash reduces the energy cost of Bloody SlashBrutal SlashBloody SlashSwipe by 2 for the next 4 sec.

Increases the damage of Bloody SlashBrutal SlashBloody SlashSwipe by 5%.

Celestalon

Feral falls into neither of those categories. Haste doesn't give us any discernible increase in our direct damage, and the rest of our damage (the majority) does not benefit at all. Are there any plans to address it?

Druids use a mix of the two categories. The first for everything within Cat Form, and the second for everything else. Haste tuning may be low on Feral right now, but there's nothing design-wise that forces that to be the case. It's just not tuned yet. (Further Feral-specific feedback in the Feral thread, please!)

Celestalon

When you say its tuned low, are you aware of its current interaction for us? It doesn't actually effect bleeds at all. I would say thats NO tuning in regards to our abilities. Its actually close to a completely worthless stat at the moment in comparison to everything else (even Versatility, and people don't really enjoy this stat either).

So i would say, design is where the issue is. Bleeds where not designed to interact with haste, vice versa.

No, there's no intention for Haste to affect Bleeds. As far as we can tell, the idea that Haste is worthless is based on live tuning, not alpha design. There's no design issue with Haste for Ferals that we see, merely tuning. We'd love to hear what the concerns actually are, if any.

As long as haste does not benefit bleeds, haste will continue to be poor unless its contribution to our direct damage is substantially increased to compensate. That is a design issue, not a tuning issue, because the problem cannot be resolved without changing the mechanics of the spec.

Mastery doesn't affect all of Feral's damage, yet is of high value. Similarly, Haste could be of high value, if things were tuned differently, without affecting all of Feral's damage.

At its core, Feral's damage is made up of direct damage (Autoattacks, Shred, Ferocious Bite), and bleed damage ( and ). Haste improves the direct damage, and Mastery improves the bleed damage. Balancing both sides of that relationship ensures that Haste and Mastery stay balanced. There are many elements on both sides of that equation (and thus, many tuning knobs). Baseline ability costs and damage, and especially talents. (People also commonly forget the impact talents have on stat values, only paying attention to whatever the current meta follows as the highest DPS talent selection.

Currently on live, that equation is rather unbalanced in favor of the bleeds. That's supported by base damage, and heavily reinforced by talents that favor them ( most of all), and a current tier set bonus that effectively acts as a large amount of Haste (reducing the value of more Haste). If the direct damage were stronger, and Haste-favored talents (such as ) were stronger, and set bonuses were different, that could swing the other way.

s are a new wrinkle in balancing this equation for Legion, and we'll have to ensure that it doesn't skew that balance. I agree that artifact traits currently favor bleeds, and we can tune the artifact to solve that, and also tune the core abilities to assist.

We'll get there, and we'll certainly find the assistance of the Feral theorycrafters valuable. Please keep an open mind, and consider all of the possibilities, not just the accepted meta. Thanks!I agree that the core gameplay is looking really good right now (especially once the T18 set bonus is gone), and we don't want to change that.I don't think the gameplay will change much due to stat balance tuning, though. (At least, I'm not looking for it to change). In fact, unlike many of our rotations, I think the Feral one is fairly resilient to change. In many other specs, it can be a 'house of cards', where it's challenging to adjust tuning on one thing, without risking breaking the rotation when you consider some other talent setup or ability. Feral, however, is fairly elegant in its mechanics. To break it you'd have to really push some ability so far that beat or something silly, which is easy to avoid doing.

Regarding the commonly suggested change of making bleeds tick faster with haste, we see that as solving the stat balance problem, while actually making a bigger problem worse. The fact that the direct damage is so much weaker than bleeds is a problem that we need to fix anyway. If Feral bleeds ticked faster with Haste, that would just be doubling down even further on "Bleeds are all amazing, DD is terrible, it hardly matters if you / well." The gameplay works best when you care about both sides of that situation. Making bleeds tick faster with Haste would just be pushing even more weight onto that side of the table. Making them balanced isn't going to change that gameplay about caring about bleed uptime. In fact it will increase the skillcap. The more unbalanced that equation is, the less skillfully balancing both of them matters.GuardianSpecialization (1)

Heals you for 40% of all damage taken in the last 6 sec over 6 sec (minimum 5% of maximum health).Cooldown changed from 20 sec recharge to 24 sec recharge

Talents (1)

Sharp brambles protect you, absorbing and reflecting up to (Attack power * 0.20.24) damage from each attack.While Barkskin is active, the brambles also deal (20%24% of Attack power) Nature damage to all nearby enemies, every 1 sec.

PvP Talents (1)

While in Bear Form, Thrash deals 50% more initial damage but now costs 15 Rage.

Artifact Traits (5)

The ancient power within this weapon reduces all damage taken by 5%.

Specializations changed from Protection/Protection/Guardian/Blood to Protection/Protection/Blood

Summons a powerful wild beast to attack your target for 8 sec. While the beast is active, you will gain 43 Focus per 2 sec.Summoning a beast reduces the remaining cooldown of Bestial Wrath by 15 sec.Cooldown changed from 10 sec cooldown to 12 sec cooldown

Celestalon

Would still like some control over Hati, only way I can get it to stop attacking anything is if I unequip my weapon.

Without taking Chimaera Shot, I find some areas of downtime in my rotation if I get unlucky with Wild Call, which I don't like (feels sluggish and boring)

Is Bestial Wrath meant to make you, your pet and Hati translucent and slightly red or is that broken?

Hati should (may still have bugs) follow all commands you give your pet.

Beast Mastery is a Focus-based spec, so should not be GCD-locked. Talent choices allow you to customize how high your GCD utilization is.

making you partially transparent is a bug.

Sorry? Can you elaborate on this a bit? Why would a focus based spec not be GCD locking? We've historically been the poster boy class for filled GCDs and high APM workflow, so I'm assuming there's a different thought process regarding what involves being GCD capped (like cast times).

edit; to clarify here, there's nothing wrong with a hunter spec being designed around having downtime, but I don't think "because you use focus" is the reason.

It's a spec that uses Focus as its primary resource, and doesn't have a spammable filler, nor any form of variable Focus consumption. If it were GCD-locked, Focus would be pointless.

Marked Shot can now hit 1 additional target.Windburst now applies Vulnerability to the target.

Focus the power of the Wind through your bow, dealing 1000% damage to your target that leaves behind a trail of wind for 5 sec, increasing the speed of any ally in the wind trail by 50%.Cost changed from None to 20 FocusCast Time changed from 3 sec cast to 1.5 sec castCooldown changed from 45 sec cooldown to 20 sec cooldown

Perks (1)

REMOVED Increases your maximum Focus by 20.

Celestalon

increased GCD on top of that makes it even harder to maintain those short duration debuffs on target...

Aye, the durations of Deadeye and will be going up in adjustment. I believe there's an artifact trait that will be adjusted as well.

No, it's not intended that doesn't apply to .

SurvivalSpecialization (2)

A sweeping attack that strikes all enemies in front of you for 90%108% Physical damage.

Launch a fire trap to the target location that explodes when an enemy approaches, causing (10%12% of Attack power) Fire damage and burning all enemies within 5 yards for (100% of Spell power) additional Fire damage over 5 sec. Trap will exist for 1 min.Traps share cooldown.

Talents (4)

Strike all nearby enemies in a flurry of strikes, inflicting 320%384% Physical damage to each.Replaces Carve.

Scatter Caltrops on an area. Enemies who step on a Caltrop will take (50012% of Attack power) Physical damage, and be slowed by 70% for 15 sec.Replaces Tar Trap.

Hurl a dragonsfire grenade to the target location that explodes, setting the enemy aflame, inflicting (800%960% of Spell power) Fire damage over 8 sec, and slowing them by 20%. While the target is affected, the flames periodically scorch its nearby allies for 270 damage as well. Trap will exist for 1 min.

Wing Clip also reduces damage taken by 3% for the next 6 sec.Name changed from Embrace of the Wild to Clipped Wings

Reduces the cooldown of Exhilaration by 5 seconds each time you kill successfully.Name changed from Exhilaration of Joy to Hunter's Bounty

Increases the damage of your Mongoose Bite by 3%.Name changed from Sharpened Beak to Sharpened Fang

Harpoon's Cooldown is reset when you kill an enemy.Name changed from Thar She Blows to Terms of Engagement

Celestalon

Several changes are coming regarding traps that didn't make it in in time for today's Alpha build. Traps will no longer share a cooldown, and their cooldowns are being significantly lowered. Additionally, many trap talents had placeholder damage numbers, and are being fixed to actually do respectable damage. 's baseline damage is also going up massively, such that it'll be worth using even against a single target. Keep these changes in mind, and continue giving us constructive feedback, thanks!

GeneralSpells (2)

You hurl two glaives toward a target, each dealing (52% of Attack power) damage to each enemy struck and reducing movement speed by 30% for 3 sec. The primary target will take 4 times as much damage from each strike.The Glaives will return back to you, damaging and snaring targets again as they return.$esc117050

You hurl two glaives toward a target, each dealing (52% of Attack power) damage to each enemy struck and reducing movement speed by 30% for 3 sec. The primary target will take 4 times as much damage from each strike.The Glaives will return back to you, damaging and snaring targets again as they return.$esc117050

Causes an explosion of arcane magic around the caster, dealing (81.75%98.1% of Spell power) Arcane damage to all enemies within 10 yards, and generating an Arcane Charge if any are hit.Arcane Explosion's damage is increased by 50% per Arcane Charge, and its mana cost is increased by 100% per Arcane Charge.

When activated, you deal 20%30% more spell damage and damaging spells cost 10%30% less mana to cast. This effect lasts 1510 sec.

Talents (1)

Places a Nether Tempest on the target which deals (40.92%72% of Spell power) Arcane damage over 12 sec to the target and 3.41%6% of Spell power) * 12 / 1] to all enemies within 10 yards. Limit 1 target. Damage increased by 50% per Arcane Charge at cast time.

Artifact Traits (11)

Your Evocation makes you invulnerable and causes you to deal massive damage based ondamage equal to 33% of the mana your Evocation restores.

Your Arcane Barrage can now bounce up to 5 times. If it successfully bounces 5 times, it will explode in a Supernova, dealing massive damage. When Arcane Barrage hits more than two targets, deal (500% of Spell power) Arcane damage to enemies within 12 of that target.

Increases the range of Blink by 3.window to activate Displacement by 1 sec, and reduces the cooldown of Displacement by 2 sec.Rank 2: Increases the range of Blink by 6.window to activate Displacement by 2 sec, and reduces the cooldown of Displacement by 4 sec.Rank 3: Increases the range of Blink by 10.window to activate Displacement by 3 sec, and reduces the cooldown of Displacement by 6 sec.Rank 4: Increases the range of Blink by 13.window to activate Displacement by 4 sec, and reduces the cooldown of Displacement by 8 sec.Rank 5: Increases the range of Blink by 16.window to activate Displacement by 5 sec, and reduces the cooldown of Displacement by 10 sec.Rank 6: Increases the range of Blink by 20.window to activate Displacement by 6 sec, and reduces the cooldown of Displacement by 12 sec.

Increases the magnitude of Ice Barrier by 33%.Name changed from Icy Core to Mana Shield

Your Arcane Blast has a chance to apply Touch of the Magi. For 12 sec6 sec, Touch of the Magi accumulates 0%10% of the damage you deal, and then explodes, dealing that damage to the target and enemies within 4 yards.

FireSpecialization (2)

Targets in a cone in front of the caster take (86%103.2% of Spell power) Fire damage and are disoriented for 4 sec. Any direct damage will cancel the effect.Replaces Cone of Cold.

Calls down a pillar of fire, burning all enemies within the area for (100%120% of Spell power) Fire damage and reducing their movement speed by 50% for 8 sec.

Talents (1)

Throw a spread of 6 cinders that travel in an arc, and each deal (50% of Spell power) Fire damage to enemies they hit. This damage is increased by 30% if the target is affected by your Ignite.Cooldown changed from 8 sec cooldown to 9 sec cooldown

When you Blink, you heal for 303 over 6 sec.Rank 2: When you Blink, you heal for 606 over 6 sec.Rank 3: When you Blink, you heal for 909 over 6 sec.Rank 4: When you Blink, you heal for 12012 over 6 sec.Rank 5: When you Blink, you heal for 15015 over 6 sec.Rank 6: When you Blink, you heal for 18018 over 6 sec.

Felo'melorn acts as a conduit for your spells, further empowering their devestating effects.Increases Fire all damage by 0.5%.

Celestalon

Undoubtedly, Phoenix Flames has dominated the feedback about Fire Mages. We've heard you, and have had plans to change it, just hadn't gotten a chance to do so yet. We wanted to let you know that it will be changing, so that hopefully you all can focus on discussing any other concerns/feedback about Fire. The current plan is that it will become its own separate active button, with up to 3 charges (45sec recharge), and a proc on tick to generate an additional charge. In the next build, you should be able to give that a try. Thanks!

Targets in a cone in front of the caster take (23.85%28.62% of Spell power) Frost damage and are slowed by 70% for 5 sec.

REMOVED Each time Blizzard deals damage, it reduces the cooldown of Frozen Orb by 0.5 sec.

Artifact Traits (1)

Power flows freely through Ebonchill, allowing you to harness more and more of it's frightening potential.Increases allFrost damage by 0.5%.

Celestalon

1) One of the "major talents" - - will be completely useless if you take the Lonely Winter talent, for those people who want to play with no pet to worry about. You should add something to that talent for Lonely winter players

I believe it already does. Anywhere a trait buffs an ability that is replaced with a talent, the trait should buff the talent instead.

+ should work, just a bug.GeneralSpells (2)

Blasts enemies within 12 yds of the caster for (14.925%17.91% of Spell power) Frost damage and freezes them in place for up to 8 sec. Damage caused may interrupt the effect.

Places a Nether Tempest on the target which deals (40.92%72% of Spell power) Arcane damage over 12 sec to the target and 3.41%6% of Spell power) * 12 / 1] to all enemies within 10 yards. Limit 1 target. Damage increased by 50% per Arcane Charge at cast time.

Talents (2)

Teleports the caster 20 yards forward, unless something is in the way. Also frees the caster from stuns and bonds.way.Shimmer is off the global cooldown, and can be cast while casting.Replaces Blink.Name changed from Blink to ShimmerNow requires Level 30, up from 7Charges changed from 1 Charges to 2 Charges

Blink now has 2212802 charges, is off the global cooldown, and can be cast while casting.Removed

Celestalon

The change to 's cooldown accidentally broke it for interaction; that'll get fixed. With that fixed, should be working pretty solidly with the new Mastery. It does cause you to cap Energy, but that's expected when you make everything free.: Is it possible to have guardians like from give xp/loot credit if they attack something and kill it without us cleaving onto it? If we pull 3 mobs with SEF and they don't group up perfectly to get cleaved by FoF from our main body, or we don't actively target them, then we get no loot or .

This is on our list to investigate. We'll likely be able to make it count as long as an ability damaged them, not just the SEF's auto attacks.

: Is it suppose to roll damage/HoT from every or just refresh duration? Is the debuff only suppose to be able to be on one target?

Refresh. It's a single target DoT to maintain. It's intentionally the very passive option on the row, if you prefer that gameplay.

: A couple builds ago this ability was changed to move much slower around you and in a weird path that usually ends with all 4 stopping in front of you. The orbs are too close to the player and don't always hit the target you're right in front of.

Sounds like just bugs. They should smoothly orbit around you.

: I have never liked this ability as WW. On paper is looks fine, but in a raid encounter the extra chi usually comes when I'm not expecting and ends up getting wasted by either capping and not dropping an orb (bug), or dropping the orb while moving so I would have to go out of melee range to pick up the chi orb.

This is improved (solved?) in Legion. It just saves it until you can benefit from it, no more orb, no more potential waste.

EDIT:: 1.5 min cd and Energizing Elixirs 1 min cd are the only 2 abilities that we have now to activate this talent (besides dropping in health). Could this be changed to be a usable ability similar to the rogue healing flask or switch what the ability procs off of?

In what ways is the automatic trigger on getting knocked low not sufficient? The trigger on ability use is supposed to be just gravy, on top of that.GeneralSpells (3)

Windwalker, Mistweaver:Hurls a torrent of Chi energy up to 40 yds forward, dealing 2.753.3 * (1 + $versadmg)] Nature damage to all enemies, and 2.753.3 * (1 + $versadmg)] healing to the Monk and all allies in its path.Brewmaster:Hurls a torrent of Chi energy up to 40 yds forward, dealing 2.753.3 * (1 + $versadmg)] Nature damage to all enemies, and 2.753.3 * (1 + $versadmg)] healing to the Monk and all allies in its path.Casting Chi Burst does not prevent avoiding attacks.

REMOVED The Monk's Jab ability will change depending on what weapon is equipped, altering the Monk's fighting style appearance. Damage and resource cost remain the same.

You spin while kicking in the air, dealing 33.3%39.96% of Attack power)] damage over 1.50 sec to enemies within 8 yds.

Talents (1)

Windwalker, Mistweaver:Hurls a torrent of Chi energy up to 40 yds forward, dealing 2.753.3 * (1 + $versadmg)] Nature damage to all enemies, and 2.753.3 * (1 + $versadmg)] healing to the Monk and all allies in its path.Brewmaster:Hurls a torrent of Chi energy up to 40 yds forward, dealing 2.753.3 * (1 + $versadmg)] Nature damage to all enemies, and 2.753.3 * (1 + $versadmg)] healing to the Monk and all allies in its path.Casting Chi Burst does not prevent avoiding attacks.

A quick but expensive spell, healing a friendly target for (375% of Spell power).Specializations changed from Holy/Retribution to Holy/Protection/Retribution

Talents (2)

Hurls a Light-infused hammer into the ground, where it blasts a 10 yard radius every 2 sec for 14 sec. Each blast deals (86%103.2% of Spell power) Holy damage to enemies and heals up to 6 allies for (50% of Spell power).

Reduces the cooldown of your Divine Shield, Divine Protection and Lay on Hands by 50%.Specializations changed from Holy/Protection to Holy

Artifact Traits (4)

The Silver Hand stores up power to increase the potency ofWhen you cast Holy Light or Flash of Light, you have a chance to cause 15% of all damage and healing done within 10 sec to be added to your next Holy Shock. Name changed from Aura of the Silver Hand to Power of the Silver HandNow a Holy spell

When you activate Avenging Wrath, an image of The Silver Hand will drop from the sky, releasing orbs of light that will heal allies it hits.Removed

Reduces the cooldown of Lay on hands by 20 sec.10%.Rank 2: Reduces the cooldown of Lay on hands by 40 sec.20%.Rank 3: Reduces the cooldown of Lay on hands by 60 sec.30%.Rank 4: Reduces the cooldown of Lay on hands by 80 sec.40%.Rank 5: Reduces the cooldown of Lay on hands by 100 sec.50%.Rank 6: Reduces the cooldown of Lay on hands by 120 sec.60%.

When your Beacon of Light target falls below 50% maximum health, your next heal will transfer 100% additional healing into your Beacon target.This can only happen once every 30 sec.Holy Light or Flash of Light on your Beacon of Light target will heal for an additional 100%.This can only happen once every 30 sec.

ProtectionSpecialization (2)

Increases your total Stamina by 10% and your block chance by 0%.Reduces the chance you will be critically hit by melee attacks by 6%.Word of Glory is instant and no longer on the global cooldown.Your spell power is now equal to 100% of your attack power, and you no longer benefit from other sources of spell power.Grants 15%Your spell power is now equal to 100% of your attack power, and you no longer benefit from other sources of spell power.Grants 6% of your maximum mana every 5 sec.2 sec.

Calls down the Light to heal yourself for 35%40% of your missing health.Cooldown changed from 20 sec cooldown to 15 sec cooldown

Talents (2)

Increases the healing from Light of the Protector by 20%.Now a Protection spell

Reduces the cooldown of your Divine Shield, Divine Protection and Lay on Hands by 50%.Specializations changed from Holy/Protection to Holy

Artifact Traits (1)

The ancient power within this weapon reduces all damage taken by 5%.

Specializations changed from Protection/Protection/Guardian/Blood to Protection/Protection/Blood

RetributionSpecialization (2)

A whirl of divine energy, dealing 140%168% Holy damage to all enemies within 8 yds.

A quick but expensive spell, healing a friendly target for (375% of Spell power).Specializations changed from Holy/Retribution to Holy/Protection/Retribution

Heal yourself and up to 5 friendly targets within 12 yards for (450%650% of Spell power). 2 charges.Cooldown changed from None to 1.5 min rechargeCharges changed from None to 2 Charges

Artifact Traits (1)

Divine Storm now also heals up to 6 allies within its radius for 150% of Attack power168 when it deals damage.

GeneralSpells (3)

Hurls a Light-infused hammer into the ground, where it blasts a 10 yard radius every 2 sec for 14 sec. Each blast deals (86%103.2% of Spell power) Holy damage to enemies and heals up to 6 allies for (50% of Spell power).

Retribution:Judge an enemy, dealing (150% of Spell power) Holy damage, and causing the target to take 0% increased damage from your next 0 Holy Power consumers for 6 secwithin 6 secHoly:Judge an enemy, dealing (150% of Spell power) Holy damage, and causing the target to take 30% increased damage from your Crusader Strike and Holy Shock for 6 secnew 30 Crusader Strikes and Holy Shocks within 6 sec

Attack the enemy's soul with a surge of Shadow energy, dealing (200%300% of Spell power) Shadow damage and increasing damage that you deal to the target by 20%30% for 6 sec.Cost changed from None to 1.0% of base manaCooldown changed from 20 sec cooldown to 18 sec cooldown

Artifact Traits (1)

When you activate Rapture, the next Power Word: Shield you cast will absorb 10%300% more damage.

HolySpecialization (2)

Causes an explosion of holy light around the caster, causing (120%144% of Spell power) Holy damage to all nearby enemy targets within 12 yards.

Places a spell on a party or raid member that heals them for (150% of Spell power) the next time they take damage. When the heal occurs, Prayer of Mending jumps to another party or raid member within 20 yds. Jumps up to 5 times and lasts 30 sec after each jump.Cooldown changed from 10 sec cooldown to 12 sec cooldown

Talents (1)

Heals up to 5 injured allies within 30 yards of the target for (300% of Spell power).Cooldown changed from 12 sec cooldown to 15 sec cooldown

ShadowSpecialization (4)

You disperse into pure Shadow energy, reducing all damage taken by 60%, but you are unable to attack or cast spells. Lasts 6 sec. Dispersion can be cast while stunned, feared or silenced.

Causes an explosion of shadow magic around the target, dealing 25%30% of Spell power) * 56] Shadow damage over 5 sec to all enemies within 10 yards around the target.Generates 76 Insanity over the duration per target hit.

A word of dark binding that inflicts (360% of Spell power) Shadow damage to the target. Only usable on enemies that have less than 20% health.Generates 30 Insanity if the target dies.Cooldown changed from 8 sec cooldown to 12 sec cooldown

Talents (1)

Hurl a bolt of slow-moving Shadow energy at the destination, dealing (333.3%399.96% of Spell power) damage to all targets within 8 yards.Generates 15 Insanity.

Mind SpikeMind SpikeMind Flay has a chance to spawn a void tentacle that will channel a mind flay at your target for 10 sec.Now a Shadow spell

Xal'atath whispers dark words of power into your ear, granting you secret knowledge to make your spells increasingly powerful.Increases allShadow damage by 0.5%.

Each stack of Voidform increases the damage of your Shadow Word: Pain and Vampiric Touch by 5%3%.

Overhealing from Vampiric Touch will grant you an absorb shield, up to (Total health * 0.150.08).

REMOVED You summon a MindbenderVoid TerrorFaceless Void from to aid you in battle for 12 sec who casts devastating void spells at your target.Replaces MindbenderMindbenderShadowfiend.

Each cast of Mind Blast increasesIncrease the damage of your next Shadow Word spell by 5%. Stacks up to 5 times.Void Bolt by 15%.

When you enter Voidform, you summon a void sphere for 15 secWhile in Voidform, a Sphere of Insanity is summoned. While this sphere is active, 10%5% of all direct damage dealt is additionally dealt to any target with your Shadow Word: Pain on them.

Mind Sear causes targets with your Shadow Word: Pain or Vampiric Touch effects to immediately take a 20% of a tick of their damage.Increases the damage of Mind Sear by 5%.Rank 2: Mind Sear causes targets with your Shadow Word: Pain or Vampiric Touch effects to immediately take a 30% of a tick of their damage.Increases the damage of Mind Sear by 10%.Rank 3: Mind Sear causes targets with your Shadow Word: Pain or Vampiric Touch effects to immediately take a 40% of a tick of their damage.Increases the damage of Mind Sear by 15%.Rank 4: Mind Sear causes targets with your Shadow Word: Pain or Vampiric Touch effects to immediately take a 50% of a tick of their damage.Increases the damage of Mind Sear by 20%.Rank 5: Mind Sear causes targets with your Shadow Word: Pain or Vampiric Touch effects to immediately take a 60% of a tick of their damage.Increases the damage of Mind Sear by 25%.Rank 6: Mind Sear causes targets with your Shadow Word: Pain or Vampiric Touch effects to immediately take a 70% of a tick of their damage.Increases the damage of Mind Sear by 30%.

NEW Mind SpikeMind SpikeMind Flay damage increased by 15%.

Sigma

Void Bolt's cooldown is no longer affected by haste in this build, assuming this is a bug.

This is a bug and should be fixed in the next build.

The 1.0 sec GCD floor is disappointing news. Do Shadow Priests just need to have awkward haste caps all expansion as a result of GCD overage and Void Form stacks?

Voidform gives some added room to below the 1.0 GCD floor so that you don't hit it during normal play (you may during Surrender to Madness).

Incapacitates a target not in combat for up to 1 min. Only works on Humanoids, Beasts, Demons and Dragonkin. Any damage caused will revive the target. Only 1 target may be sapped at a time.Specializations changed from Assassination/Subtlety to Assassination/Outlaw/Subtlety

REMOVED You no longer have a penalty to hitting with your autoattacks due to dual-wielding.

Talents (2)

Pacifies the target, who is forced to negotiate instead of fighting for 5 min. Only works on Humanoids, Demons, and Dragonkin. Any damage caused will break the peace. Limit 1 target.Replaces Blind.Range changed from 40 yd range to 30 yd range

Incapacitates a target not in combat for up to 1 min. Only works on Humanoids, Beasts, Demons and Dragonkin. Any damage caused will revive the target. Only 1 target may be sapped at a time.Specializations changed from Assassination/Subtlety to Assassination/Outlaw/Subtlety

REMOVED Fan of Knives now generates a combo point for each target that it hits.

REMOVED You deal an additional 5% damage for 6 sec after Stealth breaks.

REMOVED Reduces the cooldown on Vanish by 30 sec.

Celestalon

The bug that I mean is activating and not having the stealth bar pop up.

This is not a bug. The thought is that there are so few buttons that require stealth, it's not worth having stealth be a forced separate action bar (it still can be, through macros/addons if you prefer). That's certainly subjective, of course, and we're interested in feedback from everyone on that.

One of the most common feedback topics here is AoE; we're not ignoring that. Subtlety AoE is divisive, for sure. Some like it (and so aren't posting here), and some dislike it. We're fine with that. Subtlety has a very different, but extremely strong in its own way, form of DPSing in AoE situations. If it's a style you're not comfortable with, it's OK to prefer other specs that have more traditional forms of AoE gameplay.

There's also discussion about talents. Subtlety is trying to satisfy a wider variety of players than before, and its talents reflect it. Something that "should be baseline" to you, is likely "avoid at all costs" to someone else, and so fits well as a talent. There's definitely tweaks we can do to talents to improve them, and we'll continue iterating, though.

Summon an Earthquake Totem at the target location, causing the earth around it to tremble and break, dealing 0.250.3 * 10 * (1)] Physical damage over 10 sec to enemies in an 8 yard radius, with a 10% chance of knocking down affected targets.

Calls down a bolt of lightning, dealing (34.8285%41.7942% of Spell power) Nature damage to all enemies within 10 yards, reducing their movement speed by 40% for 5 sec and knocking them back from the Shaman. This spell is usable while stunned.

Talents (1)

Summons a Fire Totem at the destination for 15 sec that erupts with Liquid Magma, hurling (38%45.6% of Spell power) Fire damage at all enemies within 0 yards every 3 sec for 15 sec.

Each time an elemental overload occurs, you gain 5% haste for 3 sec. Your elemental overloads deal 5% more damage.

When you cast Lava Burst, you have a chance to become supercharged with elemental energy causing your next 3 Lightning Bolts to overload two additional times.Now a Elemental spell

Elemental Overloads have a chance to cause your next shock spell to unleash Ra-den's Fury on the target, dealing (100% of Spell power) Nature damage every 1 sec for 6 sec.Removed

When you fall below 35% health, Healing Surge is automatically cast on youThe Fist of Ra-den heals you for (412.5% of Spell power). This can only occur every 30 sec.

NEW Lightning Bolt damage increased by 15%.

EnhancementSpecialization (2)

Attack all enemies in front of you, dealing 150% damage. 180% damage. If you hit at least 2 targets, you enhance both weapons with Lightning for 10 sec, causing Stormstrike and Lava Lash to deal an additional 75% damage to all targets in front of you. Cooldown changed from 5 sec cooldown to 6 sec cooldown

When you use Lava Lash, Doomhammer releasesLashStormbringeror Lightning Bolt, Doomhammer has a chance to release a fiery tornado at your target lasts for 3 sec and deals (35% of Attack power) Fire damage to enemies within 3 yards.

While Shamanistic Rage is active, youWen you activate Astral Shift, you will heal yourself for 10% of your maximum health over 15 sec.Name changed from Fueled by Rage to Elemental Healing

Each target hit by Crash Lightning increases the damage of your next Stormstrike within 12 sec by 2%.

Damage of Stormstrike increased by 3%15%.

When Stormfury activates, your next Stormstrike will deal 50% additional damage.Stormfury also increases the damage of Stormstrike by 50%.Name changed from Hurricane to Raging Storms

Increase the healing from Healing Surge by 5%10%.Rank 2: Increase the healing from Healing Surge by 10%20%.Rank 3: Increase the healing from Healing Surge by 15%30%.Rank 4: Increase the healing from Healing Surge by 20%40%.Rank 5: Increase the healing from Healing Surge by 25%50%.Rank 6: Increase the healing from Healing Surge by 30%60%.

Stormstrike has a chance to cause Doomhammer to unleash the power of the elements, causing your special attacks to also cause arcs of lightning or streaks of lava at your target.upheave molten rocks or spikes of lightning that damage your target for (100% of Attack power) Fire or Nature damage.

NEW Damage of Flametongue, Rockbiter, and Frostbrand increased by 3%.Rank 2: Damage of Flametongue, Rockbiter, and Frostbrand increased by 6%.Rank 3: Damage of Flametongue, Rockbiter, and Frostbrand increased by 10%.Rank 4: Damage of Flametongue, Rockbiter, and Frostbrand increased by 13%.Rank 5: Damage of Flametongue, Rockbiter, and Frostbrand increased by 16%.Rank 6: Damage of Flametongue, Rockbiter, and Frostbrand increased by 20%.

Celestalon

A few notable changes are coming soon but didn't make it in in time for today's Alpha build, but you can keep these in mind when giving feedback. Several talents are going to swap places to create more better choices among their talent row. Also, Spiritual Resonance and Fist of Stone are being replaced with two new talents. One will add a proc to make your next free and double damage. The other will replace Rockbiter with a stronger ability with charges and a short recharge time. This will provide a non-GCD-locked playstyle option, if you prefer that combat style. Keep up the constructive feedback, thanks!

RestorationSpecialization (3)

Hurls a lightning bolt at the enemy, dealing (120%144% of Spell power) Nature damage and then jumping to additional nearby enemies. Affects 5 total targets.

Summons a Water Totem at the feet of the Shaman that heals Rushing Streamstwo injured party or raid membersan injured party or raid member within 40 yards for (70% of Spell power) every 52 sec. Lasts 15 sec.

When you cast Chain Heal or Riptide, you gain the Tidal Waves effect, which reduces the cast time of your next Healing Wave by 30%20% or increases the critical effect chance of your next Healing Surge by 40%30%. Stacks up to 2 times.

Talents (1)

Summons a Totem with (10 * Total health / 100) health at the target location. All allies within 20 yards of the totem gain 10% increased health, and the first ally who dies within 15 yards of the totem can Reincarnate with 20% health and mana. Lasts 1530 sec.Cooldown changed from 3 min cooldown to 5 min cooldown

PvP Talents (2)

When you successfully Purge a beneficial effect, the enemy suffers (3600360% of Spell power) Nature damage over 3 sec.

Reduces the cooldown of your Hex spell by 20 sec or cooldown of your Voodoo Totem by 10 sec.

Sigma

's effect is not intended to consume a combat resurrection charge in raids (if it did, it would provide no benefit to a raid group). Please let us know if you see it do so on alpha. As people surmised, the changes in this build are meant to bolster the intended use of the spell--protecting the raid during what the Shaman deems to be the most dangerous portion of the encounter.

While shares the name of the similar effect from past expansions, it does not have nearly the same consistent raid coverage or uptime, which may be coloring the first impressions. It is a powerful effect and can be tuned however necessary during the alpha while observing its uptime in practical situations.

GeneralSpells (1)

Summon an Earthquake Totem at the target location, causing the earth around it to tremble and break, dealing (Spell power * 0.250.3 * 10 * 1) Physical damage over 10 sec to enemies in an 8 yard radius, with a 10% chance of knocking down affected targets.

Embeds a demon seed in the enemy target that will explode after 18 sec, dealing (100%120% of Spell power) Shadow damage to all enemies within 10 yards, and applying Corruption to them.The seed will detonate early if the target is hit by other detonations, or takes (Spell power * 3.000) damage from your spells.

Talents (1)

Place a phantom singularity above the target, which consumes the life of all enemies within 25 yards, dealing (60%72% of Spell power) damage every 2 sec for 16 sec, healing you for 30% of the damage done.

Celestalon

A couple important changes didn't make it in in time for today's Alpha build, but we wanted to share now, to help guide feedback. 's effect is being replaced with the effect (permanent Doomguard/), and is being replaced with a new passive talent, Soul Conduit, which causes each Soul Shard you spend to have a chance to be immediately refunded (chance rolled individually per Soul Shard).

Additionally, there's another change coming, specific to Affliction's artifact. Souls for the artifact will no longer be targetable units; they will instead be just a soul that appears when you kill an enemy, plus occasionally escaping from the artifact. The artifact's active button will consume all of the nearby souls, and grant you the buff for 5sec per soul consumed. No more targeting/killing souls required.

Thanks for all the constructive feedback, and keep it coming!In addition to the changes above, next build should have a significant buff to for all specs. We want to make sure it remains attractive as an all-purpose talent option for those who want to retain the standard Warlock-with-Imp/Felhunter/Felguard (based on spec) profile.Hopefully there will be a buff or some way to track how many souls are active so we know exactly what our buff will be.

The button will show it.

is a talent that is loved by some people, and hated by some people. Being an optional talent, that's fine, as long as other competing talents are attractive gameplay to you; are they? Why or why not? Remember to ignore tuning; the "best" talent on the row, DPS-wise, is irrelevant at this point.

DemonologySpecialization (4)

Empowers Power Tripallup to 3 of your active demons with dark energies, increasing their Haste and health by 50% for 12 sec.Prefers stronger demons first.sec.

Your demons crackle with demonic energy. Every 1 sec, all enemies within 10 yds of any of your demons take (25%30% of Spell power) Shadow damage.Each time Demonwrath deals damage, it has a 15% chance to generate a Soul Shard.May be channeled while moving.

Calls down a demonic meteor full of Wild Imps which burst forth to attack the target for 12 sec.Deals up to 30%36% of Spell power)] Shadowflame damage to all enemies within 8 yds and summons up to 4 Wild Imps, based on Soul Shards consumed.

Demonic Empowerment also increases the damage of your demons by 20.00%16.00%.

Talents (8)

Draw energy from your demons and launch a ball of demonic energy at the target, dealing (100%150% of Spell power) Chaos damage. Damage is increased by 30% for each demon that you have.Generates 1 Soul Shard.Replaces Shadow Bolt.

Shadowbolt has a 15%20% chance to make your next Call Dreadstalkers free.

When you or your demon deal damage, there is a chance to trigger Demonic Synergy, granting the other one 15%30% increased damage for 15 sec.

Doom also summons 21 Wild Imps when it deals damage.

Demonic forces suck all of your Wild Imps toward the target, and then causes them to violently explode, dealing (100%160% of Spell power) Shadowflame damage to all enemies within 8 yards.

Demonic Empowerment now affects all of your active demons.generates 1 Soul Shard while in combat.

Increases theDrain Life damage and healing of Drain Life by 20%.has a 15% chance to be increased by 15% for 15 sec.Rank 3: Increases theDrain Life damage and healing of Drain Life by 40%.has a 45% chance to be increased by 45% for 15 sec.Rank 4: Increases theDrain Life damage and healing of Drain Life by 50%.has a 60% chance to be increased by 60% for 15 sec.Rank 5: Increases theDrain Life damage and healing of Drain Life by 60%.has a 75% chance to be increased by 75% for 15 sec.Rank 6: Increases theDrain Life damage and healing of Drain Life by 70%.has a 90% chance to be increased by 90% for 15 sec.

Summon a Rift.Rip a hole in time and space, opening a beneficial Rift.Now a Destruction spellCast Time changed from Instant to 1.5 sec castRange changed from 60 yd range to 40 yd rangeCooldown changed from None to 45 sec rechargeCharges changed from None to 3 Charges

After casting Life Tap, you take m1 /- 1)%10% less damage for 6 sec.

Increases the haste effect of Backdraft by (m1 /- 1)%.Reduces the cast time of your Incinerate by 5%.

NEW Increases Fire damage dealt by 6%.

NEW Increases the damage of your Imp's Firebolt by 15%.

Using your Demonic Gateway will fully heal you.heal you for 50% of your maximum health.

Your Chaotic Energies randomize three times and select the highest value.Removed

Increases the periodic damage of Immolate by 10%5%.Rank 2: Increases the periodic damage of Immolate by 20%10%.Rank 3: Increases the periodic damage of Immolate by 30%15%.Rank 4: Increases the periodic damage of Immolate by 40%20%.Rank 5: Increases the periodic damage of Immolate by 50%25%.Rank 6: Increases the periodic damage of Immolate by 60%30%.

Your spells can punch holes in the walls of time and space, opening beneficial portals.Removed

Your spells can punch holes in the walls of time and space, opening beneficial portals.Removed

GeneralSpells (4)

Calls down a rain of hellfire, dealing 7.5%65% of Spell power) * 8] Fire damage to enemies in an area, over 8 sec.

Embeds a demon seed in the enemy target that will explode after 18 sec, dealing (100%120% of Spell power) Shadow damage to all enemies within 10 yards, and applying Corruption to them.The seed will detonate early if the target is hit by other detonations, or takes (Spell power * 3.000) damage from your spells.

Summons a Doomguard for 2025 sec to assault the target with its Doom Bolts.

Summons a Infernal from the Twisting Nether, impacting for (50% of Spell power) Fire damage and stunning all enemy targets in the area for 2 sec. The Infernal will serve under your command for 2025 sec, dealing strong area of effect damage.

Talents (1)

Sacrifices 20% of your demon's current health to shield you for 400% of the sacrificed health for 20 sec. If you have no demon, your health is sacrificed instead. Usable while suffering from control impairing effects.The Codex of Xerrath"Let someone else pay the price of your recklessness." -Zelfrax

A sweeping attack that strikes all enemies in front of you for 75%90% Physical damage. For each target up to 5 hit, your next Whirlwind will deal 20% more damage.

Smashes the enemy's armor, dealing 225% Physical damage, and increasing damage you deal to them by 20% for 6 sec.15% for 8 sec.

Increases the damage of your Colossus Smash by 20%16%, and causes it to increase damage you deal to the target by an additional 20%16%.

Slam, Whirlwind, and Execute have a 20%15% chance per target hit to reset the cooldown on Colossus Smash and Mortal Strike.

In a whirlwind of steel you attack all enemies within 8 yards, causing (3 * 80%96%) Physical damage to each enemy.

Talents (12)

Arms:Become an unstoppable storm of destructive force, striking all targets within 8 yards for 160%288% Physical damage every 1 sec for 6 sec. You are immune to movement impairing and loss of control effects, but can only use Taunt and other defensive abilities.Channeling Bladestorm does not prevent avoiding attacks.Fury:Become an unstoppable storm of destructive force, striking all targets within 8 yards with both weapons for (240% + 240%288% + 288%) Physical damage every 1 sec for 6 sec. You are immune to movement impairing and loss of control effects, but can only use Taunt and other defensive abilities.

Your abilities cost 20% less Rage.Now requires Level 15, down from 45Tier 1 Talent, in place of

Cleave and Whirlwind generate 2 Rage for each target that they hit.Now requires Level 45, down from 75Tier 3 Talent, in place of

Your Slam has a 40% chance to restore 10% of your health.Removed

Commanding Shout also increases Leech by 20%.Removed

NEW Mortal Strike generates 40 Rage against targets that are below 20% health.Tier 5 Talent, in place of

Mortal Strike has 2 charges.Now requires Level 75, down from 90Tier 5 Talent, in place of

Instantly overpower the enemy causing 375% Physical damage. Cannot be blocked, dodged or parried. Overpower has a 60% increased chance to be a critical strike.Your attacks have a chance to activate Overpower.Specializations changed from Arms/Fury to ArmsNow requires Level 15, down from 45Tier 1 Talent, in place of

Arms:Throw a whirling weapon at the target location that inflicts (61.5%73.8% of Attack power) damage to enemies within 6 yards every 1 sec. Lasts 10 sec.Protection:Throw a whirling weapon at the target location that inflicts (61.5%73.8% of Attack power) damage to enemies within 6 yards every 1 sec. Lasts 10 sec.Also increases your chance to parry by 30% for 11 sec.

Wounds the target, causing (750% of Attack power) bleed damage over 15 sec.Now requires Level 45, down from 75Tier 3 Talent, in place of

Hurls your weapon at an enemy, causing (200% of Attack power) Physical damage and stunning for 4 sec. Deals quadruple damage to targets permanently immune to stuns.Specializations changed from Arms/Fury to Arms/Fury/ProtectionNow requires Level 30, up from 15Tier 2 Talent, in place of , ,

NEW Slam causes the target to bleed for Physical damage over 10 sec.Tier 6 Talent, in place of

PvP Talents (1)

Your RecklessnessBattle Cry now also affects all nearby allies within 10 yards.

When you activate Battle Cry, your sword radiates shadowy energy, causing targets to suffer an additional 50%20% of all of your damage dealt over 6 sec.

When you apply Colossus Smash to a target, your next Mortal Strike or Execute will have 50%30% higher critical strike chance and deal 50%30% additional damage.

Celestalon

is even harder to take now, as it competes with a damage effective Storm Bolt and Shockwaves AoE stun. I really don't like this restriction on mobility, but I'll excuse it if you finally give us a Kills reset the CD on Charge.

In a whirlwind of steel you attack all enemies within 8 yards, causing 40% + 40%48% + 48%)] Physical damage to each enemy.Causes your next Bloodthirst to strike up to 4 additional targets, and generate 3 Rage for each extra target hit.

Talents (19)

Arms:Become an unstoppable storm of destructive force, striking all targets within 8 yards for 160%288% Physical damage every 1 sec for 6 sec. You are immune to movement impairing and loss of control effects, but can only use Taunt and other defensive abilities.Channeling Bladestorm does not prevent avoiding attacks.Fury:Become an unstoppable storm of destructive force, striking all targets within 8 yards with both weapons for (240% + 240%288% + 288%) Physical damage every 1 sec for 6 sec. You are immune to movement impairing and loss of control effects, but can only use Taunt and other defensive abilities.

Increases your parry chance by 100% and reduces damage taken by 30% for 8 sec.Replaces Defensive Stance.Now requires Level 60, up from 30Tier 4 Talent, in place of

Furious Slash increases your Haste by 5% for 10 sec. Stacks up to 3 times.Now requires Level 90, up from 75Tier 6 Talent, in place of

NEW When you reach 100 Rage, your damage is increased by 10% and your movement speed by 30% for 6 sec.Tier 5 Talent, in place of

You take 20% less damage for 5 sec after Charging.Removed

Focus your rage on your next Rampage, causing it to deal (Attack power * 120 / 100) additional damage. Stacks up to 3 times.This ability is not on the global cooldown.Removed

Commanding Shout also increases Leech by 20%.Removed

NEW Raging Blow no longer requires Enrage and deals 100% increased damage, but has a 4.5 sec cooldown.Tier 6 Talent, in place of

Execute critical strikes cause your next Rampage to cost no Rage.Now requires Level 75, down from 90Tier 5 Talent, in place of

Whirlwind causes your next Rampage to strike up to 4 additional targets for 50% damage.Now requires Level 90, up from 15Tier 6 Talent, in place of

Berserker Rage now Enrages you for 4 sec.but its cooldown is increased by 30 sec.Now requires Level 45, down from 90Tier 3 Talent, in place of

Instantly overpower the enemy causing 375% Physical damage. Cannot be blocked, dodged or parried. Overpower has a 60% increased chance to be a critical strike.Your attacks have a chance to activate Overpower.Specializations changed from Arms/Fury to ArmsNow requires Level 15, down from 45Tier 1 Talent, in place of

Hurls your weapon at an enemy, causing (200% of Attack power) Physical damage and stunning for 4 sec. Deals quadruple damage to targets permanently immune to stuns.Specializations changed from Arms/Fury to Arms/Fury/ProtectionNow requires Level 30, up from 15Tier 2 Talent, in place of , ,

Bloodthirst generates an additional 10 Rage.Removed

NEW Killing blows grant you 30% Haste and 30% movement speed for 10 sec.Tier 1 Talent, in place of

Reduces the damage taken effect of Enrage to 20%.Now requires Level 60, up from 30Tier 4 Talent, in place of

NEW Your attacks have a chance to make your next Whirlwind free, and deal 200% increased damage.Tier 3 Talent, in place of

PvP Talents (1)

After you Raging Blow the same target twice, you go into a trance causing you to regenerate 3% of your health and generate 505 Rage every 3 sec for 12 sec. Using Raging Blow on a new target will cancel this effect.

Protection:Leap through the air toward a targeted location, slamming down with destructive force to deal (52%62.4% of Attack power) Physical damage to all enemies within 8 yards, and resetting the cooldown on TauntArms, Fury:Leap through the air toward a targeted location, slamming down with destructive force to deal (52%62.4% of Attack power) Physical damage to all enemies within 8 yards

Arms, Fury:Leap through the air toward a targeted location, slamming down with destructive force to deal (52%62.4% of Attack power) Physical damage to all enemies within 8 yardsProtection:Leap through the air toward a targeted location, slamming down with destructive force to deal (52%62.4% of Attack power) Physical damage to all enemies within 8 yards, and resetting the cooldown on Taunt

Arms, Fury:Throw a whirling weapon at the target location that inflicts (61.5%73.8% of Attack power) damage to enemies within 6 yards every 1 sec. Lasts 10 sec.Protection:Throw a whirling weapon at the target location that inflicts (61.5%73.8% of Attack power) damage to enemies within 6 yards every 1 sec. Lasts 10 sec.Also increases your chance to parry by 30% for 11 sec.

In a whirlwind of steel you attack all enemies within 8 yards, causing 40% + 40%48% + 48%)] Physical damage to each enemy.Causes your next Bloodthirst to strike up to 4 additional targets, and generate 3 Rage for each extra target hit.

Talents (4)

Heroic Leap's cooldown is reduced by 15 sec, and it also increases your run speed by 70% for 3 sec.Now requires Level 60, up from 30

Arms, Fury:Increases the maximum number of charges of Charge by 1, Protection:and reduces its cooldown by 3 sec.Protection:Increases the maximum number of charges of Intercept by 1, and reduces its cooldown by 3 sec.Now requires Level 30, down from 60

You gain 6% health every 1 sec, when you haven't taken damage in the last 5 sec.Now a Arms/Fury/Protection spellNow requires Level 30, down from 60Tier 2 Talent, in place of , ,

Fury, Protection:Sends a wave of force in a frontal cone, causing (187.5%225% of Attack power) damage and stunning all enemies within 10 yards for 4 sec. Cooldown reduced by 20 sec if it strikes at least 3 targets.Arms:Sends a wave of force in a frontal cone, causing 187.5%225% of Attack power) * 1.25] damage and stunning all enemies within 10 yards for 4 sec. Cooldown reduced by 20 sec if it strikes at least 3 targets.Now a Arms/Fury/Protection spellNow requires Level 30, up from 15Tier 2 Talent, in place of , ,

PvP Talents (1)

Rage gained from ChargeInterceptInterceptCharge increased by 15.

Holy Power consumers have a 25% chance to make your next Divine Storm free and deal 50%30% more damage.

NEW Summons and dismisses a rideable Bloodfang Widow.

NEW Summons and dismisses a rideable Long-Forgotten Hippogryph mount. This is a flying mount.

A sweeping attack that does 130% of the Felguard's weapon damage to all enemies in front of him.Also reduces the effectiveness of any healing received by 130%10% for 6 sec.(Right - Click to toggle)

REMOVED Channels a jet of icy water at the target, Crushing Jetsslowing the target by 0% and dealing (141.2% of Spell power) Frost damage to the target over 4 sec.The Mage's Frostbolts that hit the target while it is being blasted with icy water will grant a charge of Fingers of Frost.

Jab the enemy in the throat, interrupting |C0033AA11Spells|R|C00b3ffffSpells|R.

You spin while kicking in the airBreathe fire in front of you, dealing damage to all |C0033AA11Minions|R.|C00b3ffffMinions|R.

Increases your movement speed.

The Druid roars, increasing the movement speed of all friendly players.

Calls down a rain of starlight, burning all enemies in an area for Arcane damage.

A dark stalker who leaps from the shadows to ambush her unsuspecting prety.

NEW On successful mission, summons a random demonic troop.

A rugged tracker who facors using animal venom, explosives and traps as deadly weapons.

Increases the success chance of a mission by 30%50%.

Increases the success chance of a mission by 40%75%.

Increases the success chance of a mission by 20%25%.

Mission duration is doubled if not countered.increased.

A dark guardian who manupulates and corrupts life energy to sustain himself in the face of an enemy onslaught.

A dark outcast that uses forbidden demonic magic in order to fight their enemies.

Increases the success chance of a mission by 5%15%.

NEW Increases the success chance of a mission by 35%.

NEW Increases the success chance of a mission by 25%.

In a whirlwind of steel you attack all enemies nearby.

NEW Increases success chance of missions by 20% when on missions with other Imps .

Disrupts the target's concentration with a burst of wind, interrupting spellcasting.

A martial artist without peer who pummels the |C0033AA11Boss|R|C00b3ffffBoss|R with hands and fists.

When deployed on a successful mission, filters the surrounding waters and returns a box full of useful junk.

NEW Increases success chance of missions by 40%.

Hurls a Light-infused hammer into the ground, where it blasts a 10 yard radius every 2 sec for 14 sec. Each blast deals (86%103.2% of Spell power) Holy damage to enemies and heals up to 6 allies for (50% of Spell power).

Windwalker, Mistweaver:Hurls a torrent of Chi energy up to 40 yds forward, dealing 2.753.3 * (1 + $versadmg)] Nature damage to all enemies, and 2.753.3 * (1 + $versadmg)] healing to the Monk and all allies in its path.Brewmaster:Hurls a torrent of Chi energy up to 40 yds forward, dealing 2.753.3 * (1 + $versadmg)] Nature damage to all enemies, and 2.753.3 * (1 + $versadmg)] healing to the Monk and all allies in its path.Casting Chi Burst does not prevent avoiding attacks.

Allows Hodir to save a friendly target who sustains fatal damage by encasing them in a nearly impenetrable block of ice for up to 3 secuntil cancelled. Hodir must rest after performing this action.

Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for 14 sec.Arcing LightDeals (86%103.2% of Spell power) Holy damage to enemies within the area and (86%103.2% of Spell power) healing to allies within the area every 2 sec.

Causes (362.5%435% of Attack power) Nature damage over 15 sec.

When you cast Chain Heal or Riptide, you gain the Tidal Waves effect, which reduces the cast time of your next Healing Wave by 30%20% or increases the critical effect chance of your next Healing Surge by 40%30%. Stacks up to 2 times.

A murder of Rocs descends upon you, inflicting Physical damage every 1 sec for 6 sec.

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Aeda Brightdawn will learn the ability Summon Infernal. Summon InfernalSummons a Infernal from the Twisting Nether, impacting for 1 Fire damage and stunning all enemy targets in the area for 2 sec. The Infernal will serve under your command for 20 sec.25 sec.

Summons a Totem with (10 * Total health / 100) health at the target location. All allies within 20 yards of the totem gain 10% increased health, and the first ally who dies within 15 yards of the totem can Reincarnate with 20% health and mana. Lasts 1530 sec.

Summons a Totem with (10 * Total health / 100) health at the target location. All allies within 20 yards of the totem gain 10% increased health, and the first ally who dies within 15 yards of the totem can Reincarnate with 20% health and mana. Lasts 1530 sec.

Aluriel unleashes a barrage of attacks, annihilating up to 2 frontal enemies for 100445995 to 455005 Physical damage each round, split evenly between the two.Her primary target will take 100%300% additional damage from future Annihilations for 1 min.Spellblade Aluriel's physical attacks for 1.67 min.

NEW Aluriel unleashes a barrage of attacks, annihilating up to 2 frontal enemies for 445995 to 455005 Physical damage each round, split evenly between the two.Her primary target will take 300% additional damage from Spellblade Aluriel's physical attacks for 1.67 min.

Aluriel unleashes a barrage of attacks, annihilating up to 2 frontal enemies for 100445995 to 455005 Physical damage each round, split evenly between the two.Her primary target will take 100%300% additional damage from future Annihilations for 1 min.Spellblade Aluriel's physical attacks for 1.67 min.

Slashes all targets in a frontal 18 yard hemisphere, inflicting 312000 to 328000 Arcane damage. Targets become tethered near their location, suffering 20000 Arcane damage every second while within 100 yards of the tether. This effect stacks.

NEW

Slashes all targets in a frontal 18 yard hemisphere, inflicting 312000 to 328000 Arcane damage. Targets become tethered near their location, suffering 20000 Arcane damage every second while within 100 yards of the tether. This effect stacks.

NEW

Slashes all targets in a frontal 18 yard hemisphere, inflicting 312000 to 328000 Arcane damage. Targets become tethered near their location, suffering 20000 Arcane damage every second while within 100 yards of the tether. This effect stacks.

Slashes all targets in a frontal 18 yard hemisphere, inflicting 312000 to 328000 Arcane damage. Targets become tethered near their location, suffering 20000 Arcane damage every second while within 100 yards of the tether. This effect stacks.

The caster creates an arc of lightning that leaps up to 5 times, inflicting 43875 to 46125243750 to 256250 Nature damage to each target.

Hurls a Light-infused hammer into the ground, where it blasts a 10 yard radius every 2 sec for 14 sec. Each blast deals (86%103.2% of Spell power) Holy damage to enemies and heals up to 6 allies for (50% of Spell power).

Hurls a Light-infused hammer into the ground, where it blasts a 10 yard radius every 2 sec for 14 sec. Each blast deals (86%103.2% of Spell power) Holy damage to enemies and heals up to 6 allies for (50% of Spell power).

Arcane Enchantments channel Armageddon. Upon completion of the channel, they inflict 487500 to 512500438750 to 461250 Arcane damage to all enemies and knock them back.

Arcane Enchantments channel Armageddon. Upon completion of the channel, they inflict 487500 to 512500438750 to 461250 Arcane damage to all enemies and knock them back.

The caster's armor hardens, reducing Physical damage taken by 5% for 15 sec. This effect stacks.

Anachronos releases a timeless breath, freezing all enemies and preventing any actions for 1 min.15 sec.

NAME releases a breath, freezing time for all enemies for until cancelled.Anachronos releases a timeless breath, freezing all enemies and preventing any actions for 15 sec.

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Protected by the Essence of the Blue Dragonflight.Damage dealt and healing done increased.

The Silver Hand stores up power to increase the potency ofWhen you cast Holy Light or Flash of Light, you have a chance to cause 15% of all damage and healing done within 10 sec to be added to your next Holy Shock.

The Silver Hand stores up power to increase the potency ofWhen you cast Holy Light or Flash of Light, you have a chance to cause 15% of all damage and healing done within 10 sec to be added to your next Holy Shock.

Static Field creates a series of lightning orbs that radiate out from the field. Touching an orb inflicts 213750 to 236250617500 to 682500 Nature damage to all players within 10 yards of the orb.

Hurls a barbed spear at a target, stunning them for 6 sec. After 3 sec, all enemies within 0 yards are pulled to the caster, inflicting 118750 to 131250 Physical damage after 4 sec.

Strikes nearby enemiesenemies within 8 yards for 118750 to 131250 Physical damage, bleeding them for 10000 Physical damage every half-second over 4 sec.

Strikes nearby enemiesenemies within 8 yards for 118750 to 131250 Physical damage, bleeding them for 10000 Physical damage every half-second over 4 sec.

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Strikes nearby enemiesenemies within 8 yards for 118750 to 131250 Physical damage, bleeding them for 10000 Physical damage every half-second over 4 sec.

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NEW Bashes the enemy, knocking its lights out for 2 sec.

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Your RecklessnessBattle Cry now also affects all nearby allies within 10 yards.

Your RecklessnessBattle Cry now also affects all nearby allies within 10 yards.

Your RecklessnessBattle Cry now also affects all nearby allies within 10 yards.

Your RecklessnessBattle Cry now also affects all nearby allies within 10 yards.

Your RecklessnessBattle Cry now also affects all nearby allies within 10 yards.

Your RecklessnessBattle Cry now also affects all nearby allies within 10 yards.

Your RecklessnessBattle Cry now also affects all nearby allies within 10 yards.

Your RecklessnessBattle Cry now also affects all nearby allies within 10 yards.

Your RecklessnessBattle Cry now also affects all nearby allies within 10 yards.

Your RecklessnessBattle Cry now also affects all nearby allies within 10 yards.

Your RecklessnessBattle Cry now also affects all nearby allies within 10 yards.

Your RecklessnessBattle Cry now also affects all nearby allies within 10 yards.

After you Raging Blow the same target twice, you go into a trance causing you to regenerate 3% of your health and generate 505 Rage every 3 sec for 12 sec. Using Raging Blow on a new target will cancel this effect.

After you Multi-Shot, your pet's melee attacks also strike all other nearby enemy targets for 100%120% as much for the next 4 sec.

Cenarius calls in a wave of Beasts of Nightmare. These Beasts cause Gripping Fog, inflict 731250 to 768750 Shadow damage every 0.5 sec to enemies that area near them.

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NEW Conjures a well of spirits at various locations, inflicting 45000 Shadow damage every second to enemies within the well.Periodically the caster will inhale these wells, removing them from the world and launching the energy at a random target, inflicting 71250 to 78750 Shadow damage to enemies within 5 yards of the targeted location.

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NEW Conjures a well of spirits at various locations, inflicting 45000 Shadow damage every second to enemies within the well.Periodically the caster will inhale these wells, removing them from the world and launching the energy at a random target, inflicting 71250 to 78750 Shadow damage to enemies within 5 yards of the targeted location.

NEW Conjures a well of spirits at various locations, inflicting 45000 Shadow damage every second to enemies within the well.Periodically the caster will inhale these wells, removing them from the world and launching the energy at a random target, inflicting 71250 to 78750 Shadow damage to enemies within 5 yards of the targeted location.

NEW Conjures a well of spirits at various locations, inflicting 45000 Shadow damage every second to enemies within the well.Periodically the caster will inhale these wells, removing them from the world and launching the energy at a random target, inflicting 71250 to 78750 Shadow damage to enemies within 5 yards of the targeted location.

NEW Conjures a well of spirits at various locations, inflicting 45000 Shadow damage every second to enemies within the well.Periodically the caster will inhale these wells, removing them from the world and launching the energy at a random target, inflicting 71250 to 78750 Shadow damage to enemies within 5 yards of the targeted location.

NEW Conjures a well of spirits at various locations, inflicting 45000 Shadow damage every second to enemies within the well.Periodically the caster will inhale these wells, removing them from the world and launching the energy at a random target, inflicting 71250 to 78750 Shadow damage to enemies within 5 yards of the targeted location.

NEW Conjures a well of spirits at various locations, inflicting 45000 Shadow damage every second to enemies within the well.Periodically the caster will inhale these wells, removing them from the world and launching the energy at a random target, inflicting 71250 to 78750 Shadow damage to enemies within 5 yards of the targeted location.

NEW

Bites an enemy, inflicting 40000 Nature damage every second for 128 sec. This effect stacks.

Dashes to a player, inflicting 179668 to 198582269503 to 297872 Physical damage to targets within 5 yds. Players struck are left bleeding for 78900118350 Physical damage every 2 sec for 12 sec.Blade Surge leaves behind an image of Advisor Melandrus.

Dashes to a player, inflicting 179668 to 198582269503 to 297872 Physical damage to targets within 5 yds. Players struck are left bleeding for 78900118350 Physical damage every 2 sec for 12 sec.Blade Surge leaves behind an image of Advisor Melandrus.

Dashes to a player, inflicting 179668 to 198582269503 to 297872 Physical damage to targets within 5 yds. Players struck are left bleeding for 78900118350 Physical damage every 2 sec for 12 sec.Blade Surge leaves behind an image of Advisor Melandrus.

Dashes to a player, inflicting 179668 to 198582269503 to 297872 Physical damage to targets within 5 yds. Players struck are left bleeding for 78900118350 Physical damage every 2 sec for 12 sec.Blade Surge leaves behind an image of Advisor Melandrus.